7,530 research outputs found

    Modifying Entity Relationship Models for Collaborative Fiction Planning and its Impact on Potential Authors

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    We propose a modified Entity Relationship (E-R) model, traditionally used for software engineering, to structure, store and share plot data. The flexibility of E-R modelling has been demonstrated by its decades of usage in a wide variety of situations. The success of the E-R model suggests that it could be useful for collaborating fiction authors, adding a certain degree of computational power to their process. We changed the E-R model syntax to better suit the story plans, switching the emphasis from generic types to instanced story entities, but preserving relationships and attributes. We conducted a small-scale basic experiment to study the impact of using our modified E-R model on authors when understanding and contributing into a pre-existing fiction story plan. The results analysis revealed that the E-R model supports authors as effectively as written text in reading comprehension, memory, and contributing. In addition, the results show that, when combined together, the written text and the E-R model help participants achieve better comprehension--always within the frame of our experiment. We discuss potential applications of these findings

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    The Leading Journal in the Field: Destabilizing Authority in the Social Sciences of Management

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    217 p. : il , 20 x 13 cm.Libro ElectrĂłnicoI am often told, “Don’t waste your time reading books, you’d be better off reading the leading journals in your field.” Unfortunately, the authors of this book have closely read some of those articles: examining arguments, with simple principles and words, plus a touch of irony – and a shared belief in ideas and debates. The suspicions that we all have in a part of our head appears in its ugly nakedness: what is this social game that authors in leading management journals play? What grants them their truth effects? This is a book that one should read the day one enters the academic field; and then regularly thereafter so as not to forget.’ Professor Jean-Luc Moriceau, Telecom Business School (France)"A menudo me dijo:" No pierda su tiempo leyendo libros, que serĂ­a mejor que la lectura de las revistas lĂ­deres en su campo. "Desafortunadamente, los autores de este libro han leĂ­do muy de cerca algunos de esos artĂ­culos: el examen de los argumentos, con principios simples y palabras, ademĂĄs de un toque de ironĂ­a - y la creencia compartida de ideas y debates. Las sospechas de que todos tenemos en una parte de la cabeza aparece en su fea desnudez: ÂżquĂ© es este juego social que los autores de revistas lĂ­der en gestiĂłn de jugar? Lo que les dĂ© efectos de verdad? Este es un libro que uno debe leer el dĂ­a se entra en el campo acadĂ©mico, y luego periĂłdicamente a partir de entonces, para no olvidar ". Profesor Jean-Luc Moriceau , Telecom Business School (Francia)Contributors vii 1 Introduction 1 2 Towards a Clinical Study of Finance: The DeAngelos and the Redwoods 9 3 Marientbal At Work 35 4 ‘Lessons for Managers and Consultants’: A Reading of Edgar H. Schein’s Process Consultation 61 5 Multiple Failures of Scholarship: Karl Weick and the Mann Gulch Disaster 85 6 The ‘Nature of Man’ and the Science of Organization 103 7 Performativity: From J.L. Austin to Judith Butler 119 8 Four Close Readings on Introducing the Literary in Organizational Research 143 9 From Bourgeois Sociology to Managerial Apologetics: A Tale of Existential Struggle 16

    Urban Play and the Playable City:A Critical Perspective

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    Agential Fantasy: A Copenhagen Approach to the Tabletop Role-Playing Game

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    In 1974, Gary Gygax and Dave Arneson published the world’s first commercial role-playing game, Dungeons & Dragons. The tabletop roleplaying game provoked a new form of textual engagement: it entangled the fantastic tales of early 20th Century pulp fiction with the practice of play. The tabletop role-playing game initiated new perspectives on how classic texts could not only be read but also played. Our contemporary world is becoming increasingly gamified: digital media applications (from mobile phones to the personal home computer) have embedded game elements, structures, processes, and lexicons in our modern lives. Tabletop role-playing was a herald for, and catalyst, of this contemporary phenomenon. Espen Aarseth notes that tabletop role-playing games can be considered as an early from of the “cybertext,” a text that requires “non-trivial” effort for its engagement, and is “the oral predecessor to computerized, written, adventure games.”The project of this dissertation offers an approach of examining and understanding the practice of tabletop role-playing through Karen Barad’s concept of agential realism. Agential realism is based on concepts of Niels Bohr’s “Copenhagen Interpretation” of quantum phenomenon and its premise that nothing can be observed without changing what is observed. Agential realism requires us to accept and acknowledge our complicity in the creation, physical and sociocultural, of the realities which surround, bound, and interpellate us. This dissertation complicates the notion of singular authorship of isolated texts and realities by examining all the relationships necessary to produce a tabletop roleplaying game text. The first chapter of this dissertation introduces the concepts of agential realism while the second offers the historical context for the emergence of tabletop role-playing games. The third chapter analyzes the affective and aesthetic inspirations for Dungeons & Dragons to consider the conditions for the emergence of the first commercial tabletop role-playing game and how it would reconfigure the pulp and classic mythologies that inspired it. In the fourth chapter, I examine the rules for Traveller, an early science fiction tabletop role-playing game directly inspired by the practice of Dungeons & Dragons play, to consider how the procedural mechanics of games impact their authorship. The fifth chapter analyzes another mode of authorship for the role-playing game by analyzing its actual play; in this chapter, I examine specific game sessions from a campaign of the tabletop role-playing game, Call of Cthulhu. Throughout these chapters, we understand how the tabletop role-playing game text, like our physical and sociocultural realities, exist within states of radical possibility. Each mode of authorship, through a text’s inspiration, mechanical construction, and subjective interpretation are observations that fix the tabletop role-playing text into a specific manifestation – thought it may exist within any a priori of an observation. This dissertation advocates for an approach to consider realities, within and beyond the games we play, not as isolated moments of objective experience, but as the inevitable consequences of entanglements with all the authors (and players) that share them

    Developing Literary Glasgow: Towards a Strategy for a Reading, Writing and Publishing City

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    Since the 1990s, urban cultural policy in the UK has been bound to the cause of urban regeneration. Much has been written in examination and critique of this relationship, but what happens when the direction of strategic attention is reversed and civic leadership seeks to regenerate culture itself? The city of Glasgow, having made capital of culture over many decades, has moved towards a strategy for the development of literary Glasgow. This thesis documents a search for those factors crucial to that strategy. The research focuses on literary Glasgow as one aspect of the city’s cultural sector; identifies and examines gaps in the relationship between the civic cultural organisation and literary communities; and highlights those elements vital to the formation of a strategy for development of the literary in Glasgow. An extended period of participatory ethnographic research within the Aye Write! book festival and Sunny Govan Community Radio, is supplemented with data from interviews conducted across the literary sector and analysis of organisational documentation. Through these a gap has been identified between the policies and operations of a civic cultural organisation, and the desires of those engaged within the literary community. This gap is caused, in part, by the lack of a mechanism with which to reconcile contrasting narratives about the cultural essence of the city, or to negotiate the variations in definitions of value in relation to cultural engagement. The interdisciplinary approach builds upon insights from existing work within publishing studies, cultural policy, complexity theory and organisational studies to construct an understanding of the dynamics of Glasgow’s literary sector. This reveals the need for a framework in support of a landscape of practice, a desire for the placement of boundary objects to facilitate engagement, and the significance of value in relation to participation in literary activity. This work informs a strategy for literary Glasgow and contributes to conversations on strategies for cultural development in other cities
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